jedi-academy/code/win32/FeelIt/FeelInertia.h
2013-04-23 15:21:39 +10:00

178 lines
4 KiB
C++

/**********************************************************************
Copyright (c) 1997 Immersion Corporation
Permission to use, copy, modify, distribute, and sell this
software and its documentation may be granted without fee;
interested parties are encouraged to request permission from
Immersion Corporation
2158 Paragon Drive
San Jose, CA 95131
408-467-1900
IMMERSION DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE,
INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS.
IN NO EVENT SHALL IMMERSION BE LIABLE FOR ANY SPECIAL, INDIRECT OR
CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM
LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT,
NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN
CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
FILE: FeelInertia.h
PURPOSE: Feelit API Inertia Effect Class
STARTED: 12/29/97
NOTES/REVISIONS:
3/2/99 jrm (Jeff Mallett): Force-->Feel renaming
3/2/99 jrm: Added GetIsCompatibleGUID
3/15/99 jrm: __declspec(dllimport/dllexport) the whole class
**********************************************************************/
#if !defined(AFX_FEELInertia_H__135B88C4_4175_11D1_B049_0020AF30269A__INCLUDED_)
#define AFX_FEELInertia_H__135B88C4_4175_11D1_B049_0020AF30269A__INCLUDED_
#if _MSC_VER >= 1000
#pragma once
#endif // _MSC_VER >= 1000
#ifndef _FFCDLL_
#define DLLFFC __declspec(dllimport)
#else
#define DLLFFC __declspec(dllexport)
#endif
#include <windows.h>
#include "FeelCondition.h"
//================================================================
// Constants
//================================================================
#define FEEL_INERTIA_DEFAULT_COEFFICIENT 2500
#define FEEL_INERTIA_DEFAULT_SATURATION 10000
#define FEEL_INERTIA_DEFAULT_MIN_ACCELERATION 0
//
// FORCE --> FEEL Wrappers
//
#define FORCE_INERTIA_DEFAULT_COEFFICIENT FEEL_INERTIA_DEFAULT_COEFFICIENT
#define FORCE_INERTIA_DEFAULT_SATURATION FEEL_INERTIA_DEFAULT_SATURATION
#define FORCE_INERTIA_DEFAULT_MIN_ACCELERATION FEEL_INERTIA_DEFAULT_MIN_ACCELERATION
//================================================================
// CFeelInertia
//================================================================
//
// ------ PUBLIC INTERFACE ------
//
class DLLFFC CFeelInertia : public CFeelCondition
{
//
// CONSTRUCTOR/DESTRUCTOR
//
public:
// Constructor
CFeelInertia();
// Destructor
virtual
~CFeelInertia();
//
// ATTRIBUTES
//
public:
virtual BOOL
GetIsCompatibleGUID(
GUID &guid
);
BOOL
ChangeParameters(
DWORD dwCoefficient,
DWORD dwSaturation = FEEL_EFFECT_DONT_CHANGE,
DWORD dwMinAcceleration = FEEL_EFFECT_DONT_CHANGE,
LONG lDirectionX = FEEL_EFFECT_DONT_CHANGE,
LONG lDirectionY = FEEL_EFFECT_DONT_CHANGE
);
BOOL
ChangeParametersPolar(
DWORD dwCoefficient,
DWORD dwSaturation,
DWORD dwMinAcceleration,
LONG lAngle
);
//
// OPERATIONS
//
public:
virtual BOOL
Initialize(
CFeelDevice* pDevice,
DWORD dwCoefficient = FEEL_INERTIA_DEFAULT_COEFFICIENT,
DWORD dwSaturation = FEEL_INERTIA_DEFAULT_SATURATION,
DWORD dwMinAcceleration = FEEL_INERTIA_DEFAULT_MIN_ACCELERATION,
DWORD dwfAxis = FEEL_EFFECT_AXIS_BOTH,
LONG lDirectionX = FEEL_EFFECT_DEFAULT_DIRECTION_X,
LONG lDirectionY = FEEL_EFFECT_DEFAULT_DIRECTION_Y
);
virtual BOOL
InitializePolar(
CFeelDevice* pDevice,
DWORD dwCoefficient,
DWORD dwSaturation,
DWORD dwMinAcceleration,
LONG lAngle
);
//
// ------ PRIVATE INTERFACE ------
//
//
// HELPERS
//
protected:
//
// INTERNAL DATA
//
protected:
};
//
// INLINES
//
inline BOOL
CFeelInertia::GetIsCompatibleGUID(GUID &guid)
{
return IsEqualGUID(guid, GUID_Feel_Inertia);
}
#endif // !defined(AFX_FEELInertia_H__135B88C4_4175_11D1_B049_0020AF30269A__INCLUDED_)